-Changed mountain colors from green to turquoise (apparently, that's possible)-Redid parallax scrolling to reduce screen updates and thus, gain a bit of speed-Made Walrii in fewer rectangles (slightly slower but drawing less rectangles offsets that, plus it's smaller)-Now Walrii can move left and right like in the original game-Made spikes smaller and fixed erasing bug at the right of the screen (introduced by previous feature)-Fixed weird vertical lines left behind Walrii in the mountains.

TODO-I need to figure out a way to make Walrii erasing so that it doesn't have to update an entire 4x8 and 7x8 screen chunks (unless doing so is so complex that it actually slows the game down)-Collision detection with spikes-Fish item (it seems the calc isn't in the Atari game so I guess I can do away with it). Fishes would give an extra 100 pts.-See if glitchiness in the middle of the screen can be alleviated without severe slowdowns. I could probably outdo the parallax edits I made in this update, though, if adding the next features doesn't cause slowdowns.-Title screen?

Thanks tr1p1ea. ANd glad to hear. Would it be hard to implement? You should maybe make an xLIBCE features/showcase brainstorming topic @tr1p1ea in case some of our non-Cemetechians have ideas or that I forget .

I found some weird oddities about CE Textlib boundary circumvention.-For example, if a rectangle overflows at the bottom of the screen, it seems to be shifted 1 pixel to the left in its entirety. This is why there was a gray trail left behind the walrus sometimes.-Also, the X/Y values seems to be 1 bit unsigned, or at least 256 acts like 0 and so on.-16 colors are supported instead of 15, turquoise being color 25 (I assume it's the turquoise from home screen highlighted text when scrolling up in entry history?)-Drawing stuff off-screen causes it to loop back, but shifted by a few pixels. This could be handy for some advanced graphics, but probably not that practical.-I have yet to run into any odd calculator behavior/crashes following the abuse of CE Textlib rectangle limitations.

-Changed mountain colors from green to turquoise (apparently, that's possible)-Redid parallax scrolling to reduce screen updates and thus, gain a bit of speed-Made Walrii in fewer rectangles (slightly slower but drawing less rectangles offsets that, plus it's smaller)-Now Walrii can move left and right like in the original game-Made spikes smaller and fixed erasing bug at the right of the screen (introduced by previous feature)-Fixed weird vertical lines left behind Walrii in the mountains.

TODO-I need to figure out a way to make Walrii erasing so that it doesn't have to update an entire 4x8 and 7x8 screen chunks (unless doing so is so complex that it actually slows the game down)-Collision detection with spikes-Fish item (it seems the calc isn't in the Atari game so I guess I can do away with it). Fishes would give an extra 100 pts.-See if glitchiness in the middle of the screen can be alleviated without severe slowdowns. I could probably outdo the parallax edits I made in this update, though, if adding the next features doesn't cause slowdowns.-Title screen?

I should be fine since the title screen will most likely be simple, but thanks anyway

Something I wonder is: What TI-BASIC command usually redraws the status bar at the top of the screen? I thought that Disp/Dispgraph and Clrhome did, but it appears not, unless it's caused by CE Textlib.

Nah, I haven't figured out how to make it redraw inside the program until I quit. It might be some setting in CE Textlib, though. In xLIBC when the busy indicator was disabled in 160x240 mode it also prevented the bar from being redrawn and there was an option when switching back to 320x240 that allowed you to redraw it upon switching.

@Dudeman313 on a side note I implemented your title screen change idea and it looked better than I thought. I also made the text underlined. On the emulator the top looks a bit dark, but on a real calculator it's perfect:

Thanks. By the way development on this might be slower as I experiment with the tilemapper. I don't plan to implement the tilemapper in this game for speed reasons, but I might see if I can reduce the space between each Walrii blocks, so that I can make it smaller (since it's so big right now >.<)